summaryrefslogtreecommitdiff
path: root/editor/import
diff options
context:
space:
mode:
authorJuan Linietsky <juan@godotengine.org>2021-03-24 20:44:13 -0300
committerreduz <reduzio@gmail.com>2021-04-19 14:12:22 -0300
commit2b730cad902196e081debfb47c2e3d7ecb472b81 (patch)
treeeb7c7cba55a36012adec07f3846d7e34295980ae /editor/import
parent29775a1714d01f35570ef708d24a1cde77aa1a5a (diff)
Use multiple threads to import.
- For now everything imports multithreaded by default (should work I guess, let's test). - Controllable per importer Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads: Importing goes down from 46 to 7 seconds. For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
Diffstat (limited to 'editor/import')
-rw-r--r--editor/import/resource_importer_scene.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index 6c6af57c4c..00039f2ac6 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -173,6 +173,8 @@ public:
virtual bool has_advanced_options() const override;
virtual void show_advanced_options(const String &p_path) override;
+ virtual bool can_import_threaded() const override { return false; }
+
ResourceImporterScene();
};